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Rigmor

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Everything posted by Rigmor

  1. Yes you could :D worth a try, and I can use the sound of footsteps climbing the ladder. Thanks you so much Levionte I'll try that out in my next CK sitting
  2. Aha, the wonderful, lovely and delectable Cassandra Wladyslava. I was thinking about you last night as I found, and got permission for a wonderful dress for "cough" you know who ;) She is going to look soooo amazing :P I can't have it say anything else as the doors open to the exterior which is called "Cyrodiil" it's a limitation of the engine. Having said that, there might be a robust way to "trick" it, that would require fake "interiors" it's something I'll check out but not right now. Bless you Cass XXX
  3. player.additem(key, 1) you'll need to add the properties for the player and key in the dialogue script of course you would use the name of your key, not just "key" as I did there
  4. This thread isn't really meant as a support topic of RoB. But I'll PM you after work.
  5. It will be a simultaneous release for "Classic" and SE. I will at some point update the original Rigmor of Bruma and completely overhaul the dialogue system. With this new sequel there should be enough options to suit most styles of gameplay. Hehe "Don't call me slow-poke" hahaha, I kind of see the DB more as a cold killing veteran like "The Hound" so you'll have that kind of relationship as an option, Arya + The Hound type thing. Or as a love interest, etc etc something like I said I want to revamp RoB, but very busy right now with the sequel.
  6. We are separate mods, but we help each other out. Beyond have been really cool giving me access to the Ayleid Ruins sets and the Castle construction kit and I let them have my Imperial City architecture to do whatever they want with (the imperial city lods you see in BS:B are by 1shoedpunk, made using my architecture/textures ;) We can't come together as the two visions we have for our mods are completely incompatible. The mods differ in bigger ways as well. Beyond Skyrim: Cyrodiil is the "full monty" like a completely new game with all the extras. Rigmor of Cyrodiil is built around a story, the world space is a means to an end, not an end in itself if you catch my drift. It is, and was never meant to be a complete world project such as the Beyond team envision. It exists to tell Rigmor's story and isn't a complete Cyrodiil, I get asked this question all the time, the truth is this is my mod, my past time, my hobby and I know how selfish this sounds but I can't just make Rigmor's story in Beyonds Cyrodiil I would have to rip the heart out of their mod, and I refuse to do that. Luckily I am a bit of a jack of all trades, team of one. The Beyond teams terrain designer/s are doing a fantastic job, once their completed province is out, all this will be forgotten about, Rigmor is a niche type of mod, and differs with game style people are used to, it's story driven interactive novel kind of thing really. Something you can install, play and discard (unless you're a hard core Rigs fan) but the mod will be compatible with Beyonds Provinces but set in 4E 205
  7. I do something similar with reading "books/notes." The player reads a poem, and the poem is fully voiced. But I want the poem to play every time I read the "letter" defined a book in the CK. So I made a quest, set it to allow repeated stages, and on each stage (ie, 5, 10, 15 etc) added a musictype.add() which points to the wav file in the music folder. In the quest, all the properties are contained in there, so all I need to do now is add some script in the "book/note" itself. The script is a setstageonread, you open the poem, it reads itself. This is switching on and off a quest on demand by allowing repeated stages, you would need to see if the spell has a papyrus box to add a script. You may need to add some script in the quest concerning what you want to do with the reference alias, but I am sure you can achieve what you're looking for.
  8. Thanks guys, Video of the interior of the Imperial Palace built in Blender3D
  9. WTFH I didn't even know this existed, :O thanks for this pointer Peter, jeeezz
  10. Thanks, quest scripting at full pace. COUNTESS RIGMOR OF BRUMA
  11. It already looks amazing, good luck with this. Although I don't have time to help you with what you need, having built a huge custom world myself I MIGHT (that's a big might) lol, be able to help with any issues with problems by pointing you in the right direction. PM me, if I can I will gladly help.
  12. Only 150 characters are allowed on any single response. You need to add the other lines below the first line, up to 8 max. The NPC will go through them all one after another. Another way is to begin with a short response and hand the conversation over to a "scene" the plus here is you can have the dialogue interrupted or not. For more immersion, create xmarkers and place them in "natural" way for npc to look as they're speaking. In a scene you can have them "look away" like in real life, and back again. make the scene un-interruptable so the person "is busy" so as not to break the scene. You begin the scene via your idle. At the end of their short idle in the papyrus fire the scene. edit: You are only using the scene for the dialogue, so you might be riding on a mount, walking side by side, sitting at a table. The packages are handled via the alias in the quest. The quest doesn't have to be a story, all dialogue, whether follower or generic are handled in quests. Of course if you are moving the xmarker trick wouldn't be of any use to you. An example of this is in my mod, we are sitting by a camp and Rigmor says "look at all these stars" and she looks up into the sky when saying it, then reminiscing some more is looking away, or at the ground before finally looking at you when she wants to say something more meaningful.
  13. One way of doing it is through a quest set stage. I do this to play "music" when reading a letter, but of course it's not music but someone reading what they wrote. You not only read the letter but hear the author of the letters voice speaking the correspondence out loud. it will work for music too. (there's probably a better easier way of doing it, but I am a noob too :wink: So say if you enter a trigger to a location for an encounter, (regular setstage on enter player only) it sets the stage in your owning quest, to play a stage on the "music" quest. The music/audio quest is set up to allow repeated stages, doesn't have a title and is not active on start and you set up stages to play different music tracks. (I am guessing you know about music types/tracks and how to add them as a property) so basically your stages look like this: 0 track01.add 5 track02.add 10 track03.add etc etc. You enter the trigger at the location, The trigger sets the stage in the owning quest The owning quests papyrus fires the "music" quest to play a stage The music quest plays the music
  14. I learned the hard way, that amazing moment the ck makes your lods and you jump around the room. You'll need to be severe with decimation, like I said, the vertexes might add up to 2048, but once exported to nifscope they can shoot up to 4k+ Less the better, boxes and cylinders :D good luck
  15. what about scaling the map to 4096 x 4096. The ck is really happy with sizes such as 1024, 2048, 4096 I have never heard of a map at 3072
  16. The lod must have only one texture, so if your full model has say, 2 or 3 textures, you have to combine them into one, then reassign the uv in your model program. The lod nifs can be in your own data mod folder, and the textures in your own data/textures folder, but the textures for the lod must be in your source tga/mod directory folder. So if your lod texture was in say - data/textures/yourmod you must copy the file structure - source/tga/textures/yourmod (these must be tga and not dds.) The CK will make the lods using these source tga textures, then make a new objects .dds in source/dds/objects copy the objects.dds and the normal map into your mod/objects (i use my own objects and leave vanilla skyrims unedited) Also a 0 level lod can be no more than 2048 vertices A 1 level lod 1024 The vertex count also multiplies with seams. In blender you might have a tower 2048 but with multiple seams it will add vertexes. So by the time it's exported to a nif, it can be twice the size.
  17. Hi ian, am really pushing for end of year we will have to see, but I work on it every day, we will get there it's all quest scripting right now
  18. Thanks everyone for your support. Intense quest scripting continues :P
  19. Q: I am using "Just Rigmor" but she won't fight and just runs away in combat. A: The save thinks she is a non combatant, open the console, click on her and type: setav aggression 1 setav confidence 3
  20. Thanks Travis, I am working on the quest simultaneously, unfortunately I can't show that side of the progress. But the Chapel interior is all done and ingame now so a video update on that soon.
  21. A little video update on interiors
  22. Thanks Thanks for playing, glad you enjoyed the mod :)
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